Sunday, June 24, 2012
Day one ISTE 2012: The Design Thinking School
Having come a day earlier to attend The Design Thinking School workshop by Ewan McIntosh was really worth it. Not only did Ewan have an excellent sense of humor, he is very knowledgeable, approachable and experienced. He has worked with the Stanford D school and works with the IDEO office in London. ____________________________________________________________________________________ Following are my notes from the session. June 23rd: The Design Thinking School by EwanMcIntosh Notosh.com very humorous speaker. Loved the way he started. tosh is Scottish word for crap! Design thinking : when students come with the problems, not the students. only 1% of creative people will succeed. if your students are problem solvers, they don't have a chance to analyze because they don't make mistakes. they need the opportunity to fail. Alan November: find a problem in your community and solve it. if we don't have students find the problems, we get substandard, lower standards. Design thinking process from Stanford's dschool brainstorm the ideas, think and break up the ideas. understand whether you have depth or breadth. the language used by the kids is so important. get the whole process of learning is what we need to get to the students. Bobby Mcferrin: world science festival worldsciencefestival.com what do you immerse yourself if you would like to give a great talk? you need to listen to lots of great talks. You then get what is involved in great talks. how do you tell a good lie? using video games to do creative writing. Give 20 mts; show them this castle picture and they get to complete the story. machinarium app star moment.. They could remember each one's talks. They all started their talks with a question. Total inclusion in these schools in the UK. Design thinking to take PBL to the next level in student choice. 6 key points in great learning: 1. Challenge. 2. Video games lend a lot to learning. Scotland is #2 in producing video games after Canada - very fascinating game designers read educational books because the games need to an individualized experience for each child. 3. Young people want to try alone and want the chance to collaborate when things get harder. They make the decision knowing that help is on hand. We in education have a fetish on collaboration. 4. Give responsibility to the children in their learning journey. God analogy - like a gps - tilts them to the right path but let's them veer off. 5. Kids want real things. Not ski lifts. 6. Choices. Give at least 3 choices: kids always need project choices. Have someone from Finland sitting next to me - she is a mentor for teachers. Had a good discussion with her on what she does and Finland does that makes them so great in education. Very interesting person; she has presented at "n"sessions worldwide in the past 6 months. How might we improve the learning environment? inte grating with the learning environment. first, one person talks, the other listens. Now, dig deeper. Ask more. third step: capture findings. Immersion highlights. Did you hear a good idea? The idea I liked most: in Finland there is this deep integration between the industry and schools. Entrepreneurship is embedded in their standards. So the kids get to go through the entire process of entrepreneurship. Also, the corporations that work with the kids are those that really want to. The challenge lies in finding meaningful projects. fourth step: define problem statement: synthesis, point of view. I think the problem is creating a meaningful and relevant learning environment for students within schools. Step five: is the problem you found meaningful? Epic? Worth solving? examples: taking a look at the learning space to help with the work with each other How might we care more? does your problem feel wispy washy or sound weird? next draw your picture. Then you get to share them. if you cannot draw it, it probably will not happen. next, reflect and generate a new solution. Re-ideation. How is that piece of feedback god for redrawing? observe, interview dig deep synthesize choose a problem and scrutinize it ideas: quantity prototype feedback and reflection pace was fast. set up iPads with qr codes of videos/studios that the kids had done. So the children did the tour for the management. write to Ewan about the loose ends. Gever Tulley: great quote from him how can you entice people to watch for 3 hours when there is so much else vying for attention? check out flight radar. Really cool. Checklist for generative topics - Does it pass the "So what?" test? - Is it epic and big scale, not tiny and "fake"? -Does it cover more than just one curriculum subject or topic, or have four or more ways of solving it? - Does it spark natural curiosity? - Is there enough potential material in which learners can immerse themselves? - Can it be made accessible, feasible to access for every learner? we should not be splitting kids by ability but letting each one move up at his/her own pace. what are some topics you would use with your kids? What points will you put into the box for that topic? the most important step is before you get started.